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KSP2 Release Notes
Everything posted by lextacy
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they have reached NICO , whatever that is
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Actually I need them back on station as if death never happened. Also using "available" would not work. I got it to work by using the "assigned" entry. Also to put the crew back in thier respective modules in the space station you need to use crew = "xxx" under a part. It worked and im surprised I pulled it off LOL
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Performance of game is.........
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
are you saying that the game has a chance of improvment during development using such theories? -
Why not just dock like everybody else? The ATV can do it, the HTV can do it , the Progress. Why spend the extra 5 hours berthing?
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So if im going to use a skycrane to lower a rover, I have a concern about using mechjeb to land it while using action groups to trigger the release of crane. At what point of reference would the skycrane/rover assembly measure the altitude AFTER the crane lowers the rover. Would your true altitude read from the skycrane or the rover? This is critical to know because the release of the crane could pose a problem. If the altitude is read from the point of crane then the crane could propel way to close to the surface when its suppose to have rope slack. Thus crushing the rover. For those of you who have used mechjeb to do skycrane delivery , what method did you use to safely drop and ditch ?
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Hello everyone , I want you guys to experience a very incredible way to play KSP and to introduce you to a new member of the space program. His name is Mariner I and has successfully landed on Duna. Please watch with me as we are guiding through the heart pounding, sweat dribbling, and teeth clenching moments as we take a wonderful and powerful journey to Duna to land my first ever rover to the red-ish planet! alternate link http://youtu.be/gpPlYnOQmxQ
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Other ways you NEED this mod is to work around tons of bugs the game will throw at you. And other fun stuff! 1. Swap out a faulty docking port (caused by the famous docking bug) 2. Pulling off failed decoupled parts 3. Infernal robotics parts are notorious for twisting and mangling off crafts, so KAS lets you pull those bad parts off 4. Removing unneeded RCS thrusters off a space station module you used to get it to dock 5. Towing rovers and other stuff 6. Emergency Refueling 7. Last but not least..........STRAPPING DOWN YOUR MUN LANDER TO SURFACE!!!!
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I will pre-emptively answer this as I like to help out when needed.......... a root part is what the game thinks is your first part on a vessel. The game also treats this root part as a "control from here point" for initial craft orientation. Also the root is the part where you can click that part and drag the entire ship around in VAB. If a part is not a root part you wont be able to move entire ship, but be able to pick off 1 part at a time. ALso root can be helpful for sub-assemblies, but rather your new in the game and we will let that story unfold at a later time.
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Performance of game is.........
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
I hate how every second in real life , only half of the second has passed in-game. -
......not terrible at all if you have tons of mods. That just slows your loading time down before game loads. I have discovered that the reason your game gets bad frame rate regardless if you have a 1200$ computer is because of the flight count. At about 90 flights your CPU get bogged down with all those calculations. And this is when no high part count vessels are actively loaded. THATS A DIFFERENT STORY! For example go launch a 1 part craft with 90 vessels in orbit. You frame rate should be 1 frame per second. Does anyone here have any tips on tweaking the CPU load so we can have a decent amount of flights and no slowdowns? Discuss your findings. Also post your system specs and you frame rates with a 1 part vessel.
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
lextacy replied to bsquiklehausen's topic in KSP1 Mod Releases
Oh the madness !! gaaaahhh!- 786 replies
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
lextacy replied to bsquiklehausen's topic in KSP1 Mod Releases
Store the crew? HAHAHAHA What for?- 786 replies
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
lextacy replied to bsquiklehausen's topic in KSP1 Mod Releases
Request. I really think the storage container needs to act as storage. Its kinda useless right now if it cant store supplies. Hense why they call it a storage container .Maybe you could add a KAS container to that part so players could use a container as a container?- 786 replies
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[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
lextacy replied to Athlonic's topic in KSP1 Mod Releases
No, what he is talking about is whats called launch commentary, which would not be a bad idea for your next release Also can you please fix the x64 cutouts? Heres a few requests if you dont mind.... 1. Post launch commentary such as "max Q , Nominal, Pressure and temp checks, staging confirmations 2. Action groups need to be allowed, space bar just doesnt cut it 3. Space X style speech 4. LCD clock -
Is there a way this mod could match my MET clock to match a true second? Ive got terrible frame rates cuz im running KSP on Linux. Everythime 1 second goes by in the game, 2 seconds have gone past in real life.
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[0.90] [DEV] Plane Mode - Swap Yaw/Roll in Flight
lextacy replied to zengei's topic in KSP1 Mod Development
That is going to make turning more easy , and fun. Was tired of the jerky hurkey way you had to turn the planes -
[0.90] [DEV] Plane Mode - Swap Yaw/Roll in Flight
lextacy replied to zengei's topic in KSP1 Mod Development
soooo, if im using the keyboard....I can use this mod to turn planes with just using the A & D key ? -
UPDATE: THey are FASA but in a really akward area, its a Gemini part. And you put faring walls on it. - - - Updated - - - Thats from the LK module in Soviet pack. Ive got a secret use for that :Z
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I dont have Nova Punch so we must rule that out, looks like we have a manhunt on our hands
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I have these parts in my menu and I dont know where they came from. The manufacturer says lying on the side of road, but thats the generic place holder title. They are called attachment plates. http://i1164.photobucket.com/albums/q561/chadro_6963/Kerbal/screenshot1.png They come is all sizes and have 2 sets of tiny side nodes for reasons of mounting fairings? *confused* Who makes these parts? What are they used for?
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
lextacy replied to DYJ's topic in KSP1 Mod Releases
Try dragging your mouse OVER the top , as in changing the camerea view so your looking down at the wing from the ceiling. Did it for me.